• Title/Summary/Keyword: computer game model

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Analysis of Break in Presence During Game Play Using a Linear Mixed Model

  • Chung, Jae-Yong;Yoon, Hwan-Jin;Gardne, Henry J.
    • ETRI Journal
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    • v.32 no.5
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    • pp.687-694
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    • 2010
  • Breaks in presence (BIP) are those moments during virtual environment (VE) exposure in which participants become aware of their real world setting and their sense of presence in the VE becomes disrupted. In this study, we investigate participants' experience when they encounter technical anomalies during game play. We induced four technical anomalies and compared the BIP responses of a navigation mode game to that of a combat mode game. In our analysis, we applied a linear mixed model (LMM) and compared the results with those of a conventional regression model. Results indicate that participants felt varied levels of impact and recovery when experiencing the various technical anomalies. The impact of BIPs was clearly affected by the game mode, whereas recovery appears to be independent of game mode. The results obtained using the LMM did not differ significantly from those obtained using the general regression model; however, it was shown that treatment effects could be improved by consideration of random effects in the regression model.

NPC Control Model for Defense in Soccer Game Applying the Decision Tree Learning Algorithm (결정트리 학습 알고리즘을 활용한 축구 게임 수비 NPC 제어 방법)

  • Cho, Dal-Ho;Lee, Yong-Ho;Kim, Jin-Hyung;Park, So-Young;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.61-70
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    • 2011
  • In this paper, we propose a defense NPC control model in the soccer game by applying the Decision Tree learning algorithm. The proposed model extracts the direction patterns and the action patterns generated by many soccer game users, and applies these patterns to the Decision Tree learning algorithm. Then, the proposed model decides the direction and the action according to the learned Decision Tree. Experimental results show that the proposed model takes some time to learn the Decision Tree while the proposed model takes 0.001-0.003 milliseconds to decide the direction and the action based on the learned Decision Tree. Therefore, the proposed model can control NPC in the soccer game system in real time. Also, the proposed model achieves higher accuracy than a previous model (Letia98); because the proposed model can utilize current state information, its analyzed information, and previous state information.

A Study on 3D Background Image Construction using TIP (TIP기술을 이용한 3차원 배경 영상 구축에 관한 연구)

  • Roh, Chang-Hyun;Jung, Kwang-Ho
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.49-54
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    • 2002
  • In this paper we propose the methodology for 3D background image construction in computer games. This methodology was developed based on TIP (Tour Into the Picture) using a vanishing line Proposed by Kang et at. The methodology Proposed in this study can simply implement a 3D background for a computer game with a background model which is very complex or based on a real picture. Compared to the graphics technologies generally used, the proposed methodology does not need the process of modeling elaborate 3D information of a background, and hence can display the background even on a low grade personal computer using a small reference image. TIP technology was successfully applied to the implementation of a background model for a computer game and was found to be appropriate especially for real time games.

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Study on Educational On-line Game for Collaborative Learning (협동학습을 위한 교육용 온라인 게임 연구)

  • Roh, Chang-Hyun;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.49-54
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    • 2004
  • The social interest for collaborative teaming and educational game has been increased. In this paper, we investigated the educational value of collaborative teaming and game. Based on this investigation, we propose an educational on-line game model for collaborative teaming. Although the proposed model is still conceptual design, it sufficiently shows that on-line RPG game can be a good collaborative teaming method for young children. We will perform a comparison study on the teaming achievement between the two methods: 1) the on-line game proposed in this paper, 2) the conventional educational method performed in normal school.

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Applying Game Data Elements to SCORM Data Model (게임 데이터 요소의SCORM 데이터 모델에의 적용 방안)

  • Choi, Yong Suk
    • The Journal of Korean Association of Computer Education
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    • v.10 no.2
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    • pp.65-75
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    • 2007
  • SCORM is an implementation reference model and also a de-facto standard technology designed for developing e-learning contents and systems effectively. For recent years, as many researchers have been more interested than ever in game based learning, ADL as a SCORM developer, has initiated a basic research on game based learning. However, the game based learning research of ADL has been performed conceptually as well as separately from SCORM so that it lacks in efforts for developing a game based learning SCORM content by incorporating concrete game data into SCORM data model. In this paper, we first present a method for applying game data elements to SCORM data Model, and then illustrate a game based learning SCORM content developed by our method.

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An Apply of Structuralistic Storytelling Model to Game Design (구조주의적 스토리텔링 모델의 게임에의 적용 가능성)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.9-20
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    • 2011
  • This article attempts to analyze story of computer game by structuralistic storytelling model. The storytelling model is mainly used in traditional media. But the model is made not only by analyzing the text of story but also chasing the human psychological instinct, so I thought that it is applicable to computer games. Tetris, one of classical game was the object of analysis in this article. As a result, the 7 archetype and 12 journey of hero storytelling model were also available in tetris. The characteristic that the game user becomes protagonist itself must have been taken into account while analyzing game.

The Game Selection Model for the Payoff Strategy Optimization of Mobile CrowdSensing Task

  • Zhao, Guosheng;Liu, Dongmei;Wang, Jian
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.4
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    • pp.1426-1447
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    • 2021
  • The payoff game between task publishers and users in the mobile crowdsensing environment is a hot topic of research. A optimal payoff selection model based on stochastic evolutionary game is proposed. Firstly, the process of payoff optimization selection is modeled as a task publisher-user stochastic evolutionary game model. Secondly, the low-quality data is identified by the data quality evaluation algorithm, which improves the fitness of perceptual task matching target users, so that task publishers and users can obtain the optimal payoff at the current moment. Finally, by solving the stability strategy and analyzing the stability of the model, the optimal payoff strategy is obtained under different intensity of random interference and different initial state. The simulation results show that, in the aspect of data quality evaluation, compared with BP detection method and SVM detection method, the accuracy of anomaly data detection of the proposed model is improved by 8.1% and 0.5% respectively, and the accuracy of data classification is improved by 59.2% and 32.2% respectively. In the aspect of the optimal payoff strategy selection, it is verified that the proposed model can reasonably select the payoff strategy.

A model of computer games for childhood English education (어린이 영어교육을 위한 컴퓨터 게임 모형)

  • Jeong, Dong-Bin;Kim, Joo-Eun
    • English Language & Literature Teaching
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    • v.10 no.2
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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Game Theory-based Bi-Level Pricing Scheme for Smart Grid Scheduling Control Algorithm

  • Park, Youngjae;Kim, Sungwook
    • Journal of Communications and Networks
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    • v.18 no.3
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    • pp.484-492
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    • 2016
  • Smart grid (SG) technology is now elevating the conventional power grid system to one that functions more cooperatively, responsively, and economically. When applied in an SG the demand side management (DSM) technique can improve its reliability by dynamically changing electricity consumption or rescheduling it. In this paper, we propose a new SG scheduling scheme that uses the DSM technique. To achieve effective SG management, we adopt a mixed pricing strategy based on the Rubinstein-Stahl bargaining game and a repeated game model. The proposed game-based pricing strategy provides energy routing for effective energy sharing and allows consumers to make informed decisions regarding their power consumption. Our approach can encourage consumers to schedule their power consumption profiles independently while minimizing their payment and the peak-to-average ratio (PAR). Through a simulation study, it is demonstrated that the proposed scheme can obtain a better performance than other existing schemes in terms of power consumption, price, average payment, etc.

The Suggestion of Educational Model Based on Internet Games (인터넷 게임을 기반으로 한 교육모텔 제시)

  • 김종훈;김우경
    • Journal of the Korea Computer Industry Society
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    • v.2 no.6
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    • pp.759-774
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    • 2001
  • This research has the theoretical faces of education with the internet games are based on the Networking and interactive features be caused by network focused on cooperative education, and presentation about educational game model. It includes educational features about various internet games(adventure game, simulation game). Educational game model is a definite model can realize the learning with internet game according to each stages of educational games are based on the networking.

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